Moved calculation of shadowMVP to the CPU side.

This commit is contained in:
Faerbit 2014-12-15 12:41:30 +01:00
parent 21009d0032
commit 36f7217288
6 changed files with 37 additions and 23 deletions

View File

@ -2,9 +2,7 @@
uniform mat4 modelMatrix;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 shadowMVP_near;
uniform mat4 shadowMVP_middle;
uniform mat4 shadowMVP_far;
uniform mat4 shadowMVPs[35];
in vec3 aPosition;
in vec3 aNormal;
@ -22,8 +20,8 @@ void main()
fragPosition = modelMatrix * vec4(aPosition, 1.0);
vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal;
vTexCoord = aTexCoord;
shadowCoord_near = shadowMVP_near * modelMatrix * vec4(aPosition, 1.0);
shadowCoord_middle = shadowMVP_middle * modelMatrix * vec4(aPosition, 1.0);
shadowCoord_far = shadowMVP_far * modelMatrix * vec4(aPosition, 1.0);
shadowCoord_near = shadowMVPs[0] * vec4(aPosition, 1.0);
shadowCoord_middle = shadowMVPs[1] * vec4(aPosition, 1.0);
shadowCoord_far = shadowMVPs[2] * vec4(aPosition, 1.0);
gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
}

View File

@ -110,7 +110,7 @@ void Graphics::render()
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_face);
level->render(depthShader, false, depthViewProjectionMatrix_face);
level->render(depthShader, false, &depthViewProjectionMatrix_face);
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
@ -124,7 +124,7 @@ void Graphics::render()
glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
glm::mat4 depthViewProjectionMatrix_near = glm::ortho<float>(-5, 5, -5, 5, -5, 5) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
level->render(depthShader, false, depthViewProjectionMatrix_near);
level->render(depthShader, false, &depthViewProjectionMatrix_near);
if (!framebuffer_near->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
@ -134,7 +134,7 @@ void Graphics::render()
glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 depthViewProjectionMatrix_middle = glm::ortho<float>(-20, 20, -20, 20, -20, 20) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
level->render(depthShader, false, depthViewProjectionMatrix_middle);
level->render(depthShader, false, &depthViewProjectionMatrix_middle);
if (!framebuffer_middle->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
@ -144,7 +144,7 @@ void Graphics::render()
glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 depthViewProjectionMatrix_far = glm::ortho<float>(-farPlane/2.0f, farPlane/2.0f, -farPlane/2.0f, farPlane/2.0f, -farPlane/2.0f, farPlane/2.0f) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
level->render(depthShader, false, depthViewProjectionMatrix_far);
level->render(depthShader, false, &depthViewProjectionMatrix_far);
if (!framebuffer_far->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
@ -200,15 +200,15 @@ void Graphics::render()
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthBiasMVP_near = biasMatrix*depthViewProjectionMatrix_near;
glm::mat4 depthBiasMVP_middle = biasMatrix*depthViewProjectionMatrix_middle;
glm::mat4 depthBiasMVP_far = biasMatrix*depthViewProjectionMatrix_far;
glm::mat4 depthBiasVP_near = biasMatrix*depthViewProjectionMatrix_near;
glm::mat4 depthBiasVP_middle = biasMatrix*depthViewProjectionMatrix_middle;
glm::mat4 depthBiasVP_far = biasMatrix*depthViewProjectionMatrix_far;
lightingShader->setUniform("shadowMVP_near", depthBiasMVP_near);
//lightingShader->setUniform("shadowMVP_near", depthBiasVP_near);
lightingShader->setTexture("shadowMap_near", depthTexture_near, 1);
lightingShader->setUniform("shadowMVP_middle", depthBiasMVP_middle);
//lightingShader->setUniform("shadowMVP_middle", depthBiasVP_middle);
lightingShader->setTexture("shadowMap_middle", depthTexture_middle, 2);
lightingShader->setUniform("shadowMVP_far", depthBiasMVP_far);
//lightingShader->setUniform("shadowMVP_far", depthBiasVP_far);
lightingShader->setTexture("shadowMap_far", depthTexture_far, 3);
// set fog Parameters
@ -223,8 +223,13 @@ void Graphics::render()
//set view and projection matrix
glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
std::vector<glm::mat4> shadowVPs = std::vector<glm::mat4>();
shadowVPs.push_back(depthBiasVP_near);
shadowVPs.push_back(depthBiasVP_middle);
shadowVPs.push_back(depthBiasVP_far);
// render the level
level->render(lightingShader, true, lightingViewProjectionMatrix);
level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
}
void Graphics::resize(glm::uvec2 windowSize) {

View File

@ -294,11 +294,12 @@ void Level::load() {
cameraCenter = object;
}
void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix) {
void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
for(unsigned int i = 0; i<objects.size(); i++) {
// do not project shadow of skydome
if(lightingPass || objects.at(i) != skydome) {
objects.at(i)->render(shader, lightingPass, viewProjectionMatrix);
objects.at(i)->render(shader, lightingPass, viewProjectionMatrix, shadowVPs);
}
}
}

View File

@ -18,7 +18,8 @@ class Level {
~Level();
void load();
void update(float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed);
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix);
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs=0);
glm::vec3 getAmbientLight();
Light* getDirectionalLight();
std::vector<Light>* getLights();

View File

@ -12,7 +12,8 @@ Object::Object() {
Object::~Object() {
}
void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix) {
void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
if (lightingPass) {
// set lightning parameters for this object
@ -23,8 +24,15 @@ void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
shader->setTexture("uTexture", material.getReference(), 0);
// set model matrix
shader->setUniform( "modelMatrix", modelMatrix);
// set shadowMVPs
glm::mat4 shadowMVPs[35];
for(unsigned int i = 0; (i<shadowVPs->size() && i<35); i++) {
shadowMVPs[i] = shadowVPs->at(i) * modelMatrix;
}
glUniformMatrix4fv(shader->getUniformLocation("shadowMVPs"),
sizeof(shadowMVPs), false, (GLfloat*) shadowMVPs);
}
glm::mat4 mvp = viewProjectionMatrix * modelMatrix;
glm::mat4 mvp = (*viewProjectionMatrix) * modelMatrix;
shader->setUniform("modelViewProjectionMatrix", mvp);
// draw
model.getReference()->render();

View File

@ -15,7 +15,8 @@ class Object : public Entity {
glm::vec3 position, glm::vec3 rotation);
Object();
~Object();
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjcetionMatrix);
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
glm::mat4* viewProjcetionMatrix, std::vector<glm::mat4>* shadowVPs);
private:
Model model;
Material material;